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Official Blizzard Quote:

Attention all Arena and Battleground competitors! On December 13 at 6 a.m. PST, Legion PvP Season 1 will come to a close. But the battle will pick up just two hours later at 8 a.m. PST, when Legion PvP Season 2 begins!

Season 1 – End of Season Rewards

If you participated in Season 1, in order to ensure you receive the rewards that you’re due, please keep the following in mind:

Refrain from transferring your character(s) to another realm or faction until after Legion Season 1 has ended.
Legion Season 1 titles and mounts will be awarded approximately two weeks after the season ends.

Season 2 Begins

With Legion Season 2, the maximum number of times you can Prestige will increase from 4 to 8. Furthermore, weekly Rated Quest rewards will increase to the following values:

Last Week's Rating: 0 - 1399
ilvl: 855 Gladiator

Last Week's Rating: 1400 - 1599
ilvl: 865 Gladiator

Last Week's Rating: 1600 - 1799
ilvl: 875 Gladiator

Last Week's Rating: 1800 - 1999
ilvl: 880 Gladiator

Last Week's Rating: 2000 - 2199
ilvl: 885 Elite

Last Week's Rating: 2200 - 2399
ilvl: 890* Elite

Last Week's Rating: 2400+
ilvl: 900* Elite

*Item levels 890 and 900 above will become available when the Nighthold raid opens.

The item level of PvP gear rewards from Skirmish, Battleground, Arena, and Rated Battlegrounds victories will increase with Season 2, but the transmog look will remain the same as Season 1.

Faction-based Rewards

Don’t forget—end-of-season rewards are based on your faction nowadays. The top 0.5% of Alliance PvPers will be awarded the Gladiator: Legion Season 1 achievement and mount, and the same will go to the top 0.5% of Horde PvPers. If you transfer your character to the other faction, you must have 50 wins after your transfer to receive the reward.

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Official Blizzard Quote:

Yes, bad luck protection does exist.

When it comes to most targettable loot from a boss (gear/mounts/pets etc.) those drops have a fixed drop chance. If "Boots of Unending Awesomeness" have a 33% chance of dropping, that chance will always be 33% regardless of how many loot-eligible times you kill that boss.

Legendaries on the other hand, if you are running Legendary-eligible content and don't get a Legendary, then your chance of getting one with increase over time. The more content you do without getting a Legendary, the higher your chance will become.

Let's say you have 3-sided die. If you roll the number 3, you get the item.

In the case of the "Boots of Unending Awesomeness," you could roll the die 20 times and never get a 3. Your chance of getting a 3 on your next roll is still 33%, as all rolls are considered unique and do not take previous rolls into account; the die cares not for the fact that you've yet to roll a 3.*

(*note that this refers to the items that drop directly from the boss and not the system of winning items via bonus loot, which has its own logic.)

In the case of Legendaries, you could roll the die 20 times and never get a 3. However, with bad-luck protection, the die will become more and more weighted toward giving you a 3. Due to the die becoming more weighted, the chance of getting a 3 on your next roll will be higher than without bad luck protection.

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Official Blizzard Quote:

Withthis week’s maintenance period, we plan to apply several hotfixes to classes (particularly in regards to PvP balance) and item rewards. We’d like to share with you a preview of those changes, along with some insight from the development team.

Classes

Priest
Shadow: Voidform’s Insanity drain now begins at 8 Insanity per second (down from 9), but will increase at a 10% faster rate
Developers’ Notes: We want to reduce the maximum amount of time that Surrender to Madness can be maintained, without significantly impacting Shadow otherwise. Our intent in this hotfix is that it’s still effective to use Surrender similarly to how it is currently used, but that its maximum potential in ideal situations is slightly less extreme.

Items
All Legion Legendary items have had their item level increased by 15. This change will be applied retroactively.
All items from the Trial of Valor have had their base item level increased by 5. This change will be applied retroactively.

PvP
(Note: The changes listed in this section only apply in PvP situations)

Death Knight
Frost: Strength reduced by 10%
Blood: Blood Boil no longer has its damage reduced in PvP (was previously reduced by 70%)
Developers’ Notes: Frost Death Knight damage continues to be higher than we’d like following the changes in Patch 7.1. For Blood, we no longer feel the damage reduction on Blood Boil is necessary. We plan to make a broader set of changes for them (and other tanks) in Patch 7.1.5.

Druid
Feral: Rake damage reduced by 20% in PvP
Developers’ Notes: We like that Feral Druids can apply a lot of spread pressure through their bleeds, but Rake’s damage feels out of line.

Mage
Fire: Intellect increased by 10%
Developers’ Notes: Fire Mages have simply fallen behind in terms of damage output, and we felt they needed an increase.

Paladin
Holy: Mana regeneration rate has been reduced by 23% while in a PvP instance
Holy: Avenging Crusader (Honor Talent) now costs 110,000 mana (previously had no mana cost)
Developers’ Notes: Holy Paladins are too mana efficient in current PvP gameplay. We’re reducing their overall regeneration, as well as adding a mana cost to Avenging Crusader, since it was essentially mana-free healing.

Rogue
Feint now reduces damage taken from player-cast area-of-effect spells by 30% (down from 50%)
Stamina for all Rogue specializations has been increased by 5%
Developers’ Notes: Feint’s AoE damage reduction is intended to protect Rogues during dungeon and raid encounters, but many class abilities that feel like single target spells in PvP are treated as AoE effects (e.g. Lunar Strike, Ice Nova). This makes Rogues unintentionally resistant to those abilities. We’re reducing Feint’s AoE damage reduction in PvP, but increasing Stamina to compensate.

Shaman
Elemental: Stormkeeper now increases damage of Lightning Bolt, Chain Lightning, and Lava Beam by 100% against players (down from 200%)
Elemental: Intellect increased by 5%
Developers' Notes: Stormkeeper is at the center of a combination of cooldowns and procs that can cause extraordinarily high damage in a very short time. We're reducing its impact but increasing Elemental's damage overall to compensate.

Warlock
Affliction: The damage caused by dispelling Unstable Affliction has been increased by 100%
Destruction: Chaos Bolt damage bonus against players increased to 35% (was previously increased by 20%)
Developers’ Notes: Patch 7.1 changed the design of Unstable Affliction, and our initial tuning on the dispel damage was simply too low. For Destruction, we want spending Soul Shards on Chaos Bolt to feel rewarding when weighed against the alternatives.